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Arcade › Brickfall Sandbox

Brickfall Sandbox

  • 3d
  • physics
  • sandbox
  • building
  • destruction
  • interactive
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ted dyy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brickfall Sandbox yet. Play it, then tell Ted dyy what you would add next.

Make your own game

Brickfall Sandbox was built by Ted dyy with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Brickfall Sandbox opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Brickfall Sandbox

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D physics sandbox titled "Brickfall Sandbox". The scene should fill the viewport with a dark navy background (#0b1020), subtle fog, and an orthographic-looking but actually perspective third-person editor camera aimed at the center of a circular sandbox. Use a perspective camera initially positioned around (8, 7, 10), looking toward (0, 2.4, 0), with orbit controls: the player can drag to orbit, scroll to zoom, and zoom must be limited to a close/far range. Do not add a controllable character; the blocks are the interactive objects.

Build the environment as a large, flat circular dark blue platform about 18 units in diameter and 0.35 units thick, with a visible blue grid covering the play area (roughly 18 units wide with many subdivisions). The platform should receive shadows. Use soft shadows, a cool blue hemisphere/fill light, and a warm directional sunlight from the upper-left/front so the blocks cast soft shadows onto the ground. Keep the visual style clean, low-poly, colorful, and minimalist: dark sci-fi sandbox backdrop with bright toy-like rectangular blocks.

The core mechanic is physics-based tower building and demolition. Each block is a solid rectangular cuboid approximately 1.55 units wide, 0.70 units high, and 0.82 units deep, with dynamic rigid-body physics, mass about 1.2, gravity around -9.82, fairly high friction, low bounce, and damping so blocks settle naturally while still toppling and colliding. Blocks should collide with the circular ground and with one another. Give each newly created block a slight random position and rotation variation so stacks are imperfect. Cycle through a bright palette of coral/red, yellow, mint green, light blue, lavender, and pink materials. Blocks should cast and receive shadows.

Start the game with three blocks already present, arranged across three horizontal lanes near the ground/initial drop region, matching the visible starting state: coral on the left, yellow in the middle, and mint green on the right. New blocks are spawned in a tower-building pattern: use groups of three per level, with lane x positions approximately -1.72, 0, and 1.72, alternating the z offset slightly between levels; spawn them high above the platform around y=5.2 plus roughly 0.82 per level, with small random x/z/y offsets and small random Euler rotations, allowing gravity to drop them onto the existing structure. Blocks can therefore form a tower or an unstable pile.

Add a fixed HUD overlay in the upper-left. It must be a translucent very dark navy rounded panel with a subtle light border, blur-like appearance, and shadow. Show the heading "Brickfall Sandbox" in bold white, followed by the exact description: "Build a tower, then hit it with a physics-powered shockwave." Under that, provide three rounded buttons in one wrapping row: gold "Add block", light blue "Knock it down", and dark slate "Clear". Buttons should have bold text, colored lower shadow/pressed depth, and work on mouse/touch.

Below the buttons show live status text in small light lettering. Format it as "Blocks: N · Drop your first block" when no blocks have settled, and as "Blocks: N · Tower ready" once at least one block is stationary below about y=3.5. Count all currently spawned blocks. The initial three falling blocks should visibly produce the appropriate live count/status as they settle.

Interaction rules: clicking "Add block" creates one new dynamic block at the next level and updates the count. Clicking "Knock it down" applies an outward shockwave impulse to every current block from a center near (0, 1.2, 0): calculate each block's horizontal direction away from that center, add a small upward component, normalize it, and apply a randomized impulse of roughly 4.2–6.4 strength at the block position. Also add randomized angular velocity so the blocks tumble and scatter. If the user presses the Space bar, trigger the same knockdown action and prevent the browser's default space behavior. If knockdown is pressed with no blocks, first add one block. Clicking "Clear" removes every block and its physics body, resets the count/status, and leaves the ground/grid/camera intact.

Add a small fixed hint badge in the lower-right with translucent dark background, rounded corners, subtle border, and the exact text "Drag to orbit · Scroll to zoom · Space = knock down". On narrow/mobile screens, let the upper-left HUD panel expand across the available width and move the hint to the lower-left. Ensure the canvas remains full-screen, has no page scrolling, and resize the renderer/camera correctly when the window changes size. Use a stable physics timestep and synchronize each rendered block mesh position/quaternion from its rigid body every frame.

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